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From: Reinout V. <gro...@ho...> - 2010-02-09 17:39:26
|
Dear Frets on Fire people, In this project I try to make a connection between a Brain-Computer Interface and Frets on Fire (project called Brains on Fire). This will enable people to play Frets on Fire only using their brain waves, helping disabled people to play this great game! Now I am no python expert, and I have some (simple) problems that I have to solve before I can make this work: - Disable the Rhythm Button, is there an easy way to do this? I thought about making all the notes "hammer ons", could that be an option? - Disable the length of the note, just hitting should be enough in the beginning. - Timing should be less important, like it doesn't matter if you hit it 0.4 seconds later. - Change the keys into BCI input (already found the key assignment class, so wouldn't be a big problem) If I could get the game working with these simple things I can continue and improve it. Unfortunately I am currently working on a Windows computer and I can't edit those *.pyd files, I can change those *.py files of the Linux distribution.. how can I change the source of the Windows game in the same way? At the moment I am just looking through the source code from the Linux version, but I am not able to test that on my Windows computer.. I hope someone can help me out here with one or more problems! Should be great!! For some more information about this project you can read some here: http://reynouts.wordpress.com Thanks in advance, Reinout Versteeg _________________________________________________________________ Alles over Windows http://www.windows.nl/About.aspx |
From: Sami K. <sam...@gm...> - 2010-02-09 16:30:24
|
Hi Gavin, On Mon, Feb 8, 2010 at 12:36 AM, Gavin <gav...@gm...> wrote: > I'm interested in getting a program that can take a song (e.g. .wav file) > and create a track I can use to drive a light show. > I'm building my own hardware for LED lighting and basically want something > like the old color organ. But I want to be able to edit the output. > It occurred to me that Fret on Fire must have such a software engine in it. > Is it accessible? Or does anyone know of an app. like what I'm looking for > freely available? I'll make my driver circuits available if anyone is > interested. That sounds like an interesting project. Unfortunately Frets on Fire relies upon good ol' manual automation for the conversion from music to note files. That is, the game ships with a song editor that can be used to place notes in a way that corresponds to the playing music. The note files themselves are just plain old midi files (search for files named 'notes.mid'), so you could write software to read those directly. You can also use a standard MIDI editor to edit the notes. There are quite a few FoF note files for different songs out there, so changes are the notes for the song you're interested in are already available. Check the forums for more information. > Thanks in Advance, > > Gavin > > Gavin Perry > web: http://www.gptsllc.com > > > > ------------------------------------------------------------------------------ > The Planet: dedicated and managed hosting, cloud storage, colocation > Stay online with enterprise data centers and the best network in the > business > Choose flexible plans and management services without long-term contracts > Personal 24x7 support from experience hosting pros just a phone call away. > http://p.sf.net/sfu/theplanet-com > _______________________________________________ > fretsonfire-devel mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > > - Sami |
From: Gavin <gav...@gm...> - 2010-02-07 22:36:23
|
I'm interested in getting a program that can take a song (e.g. .wav file) and create a track I can use to drive a light show. I'm building my own hardware for LED lighting and basically want something like the old color organ. But I want to be able to edit the output. It occurred to me that Fret on Fire must have such a software engine in it. Is it accessible? Or does anyone know of an app. like what I'm looking for freely available? I'll make my driver circuits available if anyone is interested. Thanks in Advance, Gavin Gavin Perry web: http://www.gptsllc.com |
From: Sami K. <sam...@gm...> - 2009-08-19 15:28:24
|
Hi Olivier, >> Do you have some ideas on how you would like to refresh the graphics >> style of the game? It would be great to see some mockups. Would you >> prefer to keep the current 2D style or move toward a more 3D look? > > I've many, many ideas ! > With my skill, i prefer work on 2D style, cause i don't know enough the 3D > modeling but if you have a modeler available we can cobine our talents !! > but it's possible to have a animated 2D style which using 3D effects like > "mario paper" or "parapa the rappers" (for the effect not the graphic style > ;-) ) Keeping the graphics style 2D or 2.5D is of course simpler from the code point of view as well, and I think it can look very stylish and polished if done right. Joonas Kerttula from the dev team is very experienced with 3D modeling, but unfortunately the amount of time he can spare for making models is a bit limited. Adding proper 3D would also in practice mean integration with a proper 3D engine such as Ogre. Therefore, a mostly 2D approach with a limited number of 3D elements sounds good to me. > -1/ the in-game design (when we play guitar !) is quite disappointing and wa > can work about a more real live style. > -2/ if the team (or you) is interested we can add a real "rock'n roll" > graphic touch to all the interface, but it's just a bonus cause the actuall > design is correct. So we should talk about. > -3/ i can propose a graphic content for a campaign mode with free songs > (with creative commons license) but it's a longer work. i have many ideas > about this. > So tell me what is your priority about this 3 thematics ? > For me it's in the order i present to you (1,2,3). That sounds about right to me too -- I think improving the in-game view has the biggest effect on how good the game looks for players and it can be done with moderate effort. > After we can speak about the graphic style and propositions because i can > work with differents styles. Some are quick to create other are long, So we > speak about style, duration, flexibility, integration and lightness (for > display performance) etc... Agreed. If you have some mockups to share I think we all would be very interested to have a look. > Another question : > I don't know how evolutions are decided in the project ? Are you alone to > choose, have you a maker team ? a mailing-list debate ? > Meanwhile i'm working on my graphical proposals Let's keep this discussion going on this the fretsonfire-devel mailing list. As Alex mentioned, the in-game graphics are mostly based on SVG files. That's somewhat of a historical remnant, since originally the SVG files were drawn on the fly in the game. Nowadays the SVG files are converted into PNG files offline to improve in-game performance and graphics quality. Therefore you can use any program that produces PNG files -- using SVG is not a hard requirement. - Sami |
From: Alex S. <asa...@us...> - 2009-08-17 21:14:21
|
Great. The two major graphics things are obviously SVG with inkscape (as you've discussed) also COLLADA with blender or some such (for the 3d models). If you could do both that would be great. Some of the default graphics and new themes definitely need some work. Also some new items (icons and some other stuff) are going to be required as well. General UI changes might be cool too. -Alex On Thu, Aug 13, 2009 at 12:03 PM, olivier boyer <zi...@gm...> wrote: > Hi, > I'm french graphist webdesigner (and i'm a dummy in english, so excuse me > for my syntax) and i'm very interested to work on the graphical interface of > Fret's on Fire. > I know very well Inkscape (i say that cause you'r using SVG) and i'm very > flexible in graphic style. > > If you are interessed too : > - we can talk about that > - or I can send several different models (if i have litlle time to finalize > them) to initiate debate or if you want to evaluate my graphics skills > > I can work on the interface, optimize the ingame interface or for a solo > campaign, or the three, If any developper is interested... > > I've done contribution on 2 other games : > - maps for Wormux > - all the interface for monkey bubble > > Thanx > > -- > Zi olive > ------------------------------------- > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > fretsonfire-devel mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > > |
From: olivier b. <zi...@gm...> - 2009-08-13 19:04:08
|
Hi, I'm french graphist webdesigner (and i'm a dummy in english, so excuse me for my syntax) and i'm very interested to work on the graphical interface of Fret's on Fire. I know very well Inkscape (i say that cause you'r using SVG) and i'm very flexible in graphic style. If you are interessed too : - we can talk about that - or I can send several different models (if i have litlle time to finalize them) to initiate debate or if you want to evaluate my graphics skills I can work on the interface, optimize the ingame interface or for a solo campaign, or the three, If any developper is interested... I've done contribution on 2 other games : - maps for Wormux - all the interface for monkey bubble Thanx -- Zi olive ------------------------------------- |
From: Alex S. <asa...@pr...> - 2008-11-10 00:09:41
|
Open source allows forks. MFH had been doing a mod like I had for a while. He's forked it which is fine. The main issue with the MFH stuff is it is directly ripping off both GH and RB stuff (graphically) and trying to be a more or less clone. The original FoF is trying to stay farther away from those issues. -Alex On Sun, Nov 9, 2008 at 3:55 PM, Cristian Morales Vega <cmo...@ya...>wrote: > Looking in the community forums seems the main development effort is > now in a fork: http://code.google.com/p/fofix/ > I'm not a Guitar Hero freak, I just know notes arrive and I pulse > buttons getting points and starts "somehow". So I didn't know about > half the features added to the fork. They made some strange changes > (hardcode "python2.4" when python2.5 works ok and the original just > uses "python"; search only .png *or* .svg instead of trying first .png > and fallback to .svg; etc.) but looks like they have added a lot of > features (again, I don't understand half of them). > Since with the 1.3.110 release FoF now seems live again... the > question is obvious: which is the position of the original project > about the fork? They just forked without even asking for svn write > access here? They have subtle different objectives than you?... > > > 2008/11/9 Alex Samonte <asa...@us...>: > > I have not been reading the bug reports on the source forge page. I've > been > > getting them mostly from the community forum. The SVN version has > various > > issues. the 1.2.451 build was much more stable then 1.2.512 > > > > I'll look at disabling the bug report zone and try to point people to the > > community forums. I'm looking to update the version in the near future > with > > the devel code i'm working on. I haven't been using the SVN repository > like > > i should, but once I merge them it should be easy. > > > > Thanks for the email. > > > > -Alex > > > > > > On Sat, Nov 8, 2008 at 12:35 PM, Cristian Morales Vega < > cmo...@ya...> > > wrote: > >> > >> On Linux the game right now is on a very very very very bad state, > >> it's just unplayable. > >> > >> Since a year ago (SVN revision 55) the menus texts aren't shown, it > >> was reported six months ago but nobody answered... but the thing is > >> nobody answers to a single bug report. Well, ok... answer to bug > >> reports is boring, but ten months Michael Brunton-Spall submitted a > >> patch for another problem (#1848584, I can verify the problem exists > >> and the patch fixes it)... and hasn't still been applied. > >> So... are the devs aware that there exists a bug report zone?? > >> (seriously!! no offense intended...). From other projects hosted at > >> sourceforge looks like you can disable these bug report/patch submit > >> zones. So, if bugs are supposed to be reported on the mailing list or > >> somewhere else, disable the sourceforge zones could be a good idea. > >> > >> The Linux version has a lot more problems (at least on x86-64), but > >> the thing is... where should I report them? > >> > >> > ------------------------------------------------------------------------- > >> This SF.Net email is sponsored by the Moblin Your Move Developer's > >> challenge > >> Build the coolest Linux based applications with Moblin SDK & win great > >> prizes > >> Grand prize is a trip for two to an Open Source event anywhere in the > >> world > >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ > >> _______________________________________________ > >> fretsonfire-devel mailing list > >> fre...@li... > >> https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > > > > > |
From: Cristian M. V. <cmo...@ya...> - 2008-11-09 23:55:43
|
Looking in the community forums seems the main development effort is now in a fork: http://code.google.com/p/fofix/ I'm not a Guitar Hero freak, I just know notes arrive and I pulse buttons getting points and starts "somehow". So I didn't know about half the features added to the fork. They made some strange changes (hardcode "python2.4" when python2.5 works ok and the original just uses "python"; search only .png *or* .svg instead of trying first .png and fallback to .svg; etc.) but looks like they have added a lot of features (again, I don't understand half of them). Since with the 1.3.110 release FoF now seems live again... the question is obvious: which is the position of the original project about the fork? They just forked without even asking for svn write access here? They have subtle different objectives than you?... 2008/11/9 Alex Samonte <asa...@us...>: > I have not been reading the bug reports on the source forge page. I've been > getting them mostly from the community forum. The SVN version has various > issues. the 1.2.451 build was much more stable then 1.2.512 > > I'll look at disabling the bug report zone and try to point people to the > community forums. I'm looking to update the version in the near future with > the devel code i'm working on. I haven't been using the SVN repository like > i should, but once I merge them it should be easy. > > Thanks for the email. > > -Alex > > > On Sat, Nov 8, 2008 at 12:35 PM, Cristian Morales Vega <cmo...@ya...> > wrote: >> >> On Linux the game right now is on a very very very very bad state, >> it's just unplayable. >> >> Since a year ago (SVN revision 55) the menus texts aren't shown, it >> was reported six months ago but nobody answered... but the thing is >> nobody answers to a single bug report. Well, ok... answer to bug >> reports is boring, but ten months Michael Brunton-Spall submitted a >> patch for another problem (#1848584, I can verify the problem exists >> and the patch fixes it)... and hasn't still been applied. >> So... are the devs aware that there exists a bug report zone?? >> (seriously!! no offense intended...). From other projects hosted at >> sourceforge looks like you can disable these bug report/patch submit >> zones. So, if bugs are supposed to be reported on the mailing list or >> somewhere else, disable the sourceforge zones could be a good idea. >> >> The Linux version has a lot more problems (at least on x86-64), but >> the thing is... where should I report them? >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> fretsonfire-devel mailing list >> fre...@li... >> https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > > |
From: Alex S. <asa...@us...> - 2008-11-09 07:19:42
|
I have not been reading the bug reports on the source forge page. I've been getting them mostly from the community forum. The SVN version has various issues. the 1.2.451 build was much more stable then 1.2.512 I'll look at disabling the bug report zone and try to point people to the community forums. I'm looking to update the version in the near future with the devel code i'm working on. I haven't been using the SVN repository like i should, but once I merge them it should be easy. Thanks for the email. -Alex On Sat, Nov 8, 2008 at 12:35 PM, Cristian Morales Vega <cmo...@ya...>wrote: > On Linux the game right now is on a very very very very bad state, > it's just unplayable. > > Since a year ago (SVN revision 55) the menus texts aren't shown, it > was reported six months ago but nobody answered... but the thing is > nobody answers to a single bug report. Well, ok... answer to bug > reports is boring, but ten months Michael Brunton-Spall submitted a > patch for another problem (#1848584, I can verify the problem exists > and the patch fixes it)... and hasn't still been applied. > So... are the devs aware that there exists a bug report zone?? > (seriously!! no offense intended...). From other projects hosted at > sourceforge looks like you can disable these bug report/patch submit > zones. So, if bugs are supposed to be reported on the mailing list or > somewhere else, disable the sourceforge zones could be a good idea. > > The Linux version has a lot more problems (at least on x86-64), but > the thing is... where should I report them? > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > fretsonfire-devel mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > |
From: Cristian M. V. <cmo...@ya...> - 2008-11-08 20:35:08
|
On Linux the game right now is on a very very very very bad state, it's just unplayable. Since a year ago (SVN revision 55) the menus texts aren't shown, it was reported six months ago but nobody answered... but the thing is nobody answers to a single bug report. Well, ok... answer to bug reports is boring, but ten months Michael Brunton-Spall submitted a patch for another problem (#1848584, I can verify the problem exists and the patch fixes it)... and hasn't still been applied. So... are the devs aware that there exists a bug report zone?? (seriously!! no offense intended...). From other projects hosted at sourceforge looks like you can disable these bug report/patch submit zones. So, if bugs are supposed to be reported on the mailing list or somewhere else, disable the sourceforge zones could be a good idea. The Linux version has a lot more problems (at least on x86-64), but the thing is... where should I report them? |
From: pico <pi...@te...> - 2008-10-05 19:46:58
|
Hi I'm trying to get the latest FOF working from Subversion source. I'm having quite a few problems getting it running. I have a few questions. 1) Is the latest subversion source ( in a working condition, or is it in a broken state? 2) Is it possible to run FOF without making a build? (with make -f Makefile.unix) The first error I get trying to run FOF from source is: Traceback (most recent call last): File "./FretsOnFire.py", line 74, in <module> engine = GameEngine(config) File "/home/pico/games/fretsonfire_source/trunk/src/GameEngine.py", line 180, in __init__ Mod.init(self) File "/home/pico/games/fretsonfire_source/trunk/src/Mod.py", line 32, in init for m in getAvailableMods(engine): File "/home/pico/games/fretsonfire_source/trunk/src/Mod.py", line 41, in getAvailableMods return [m for m in os.listdir(modPath) if os.path.isdir(os.path.join(modPath, m)) and not m.startswith(".")] OSError: [Errno 2] No such file or directory: '../data/mods' Obviously this can be solved by creating a mods directory under data, but I think FOF should not fail when it's missing. I've added a patch that I used to fix this. The next problem that I run into is: Traceback (most recent call last): File "./FretsOnFire.py", line 74, in <module> engine = GameEngine(config) File "/home/pico/games/fretsonfire_source/trunk/src/GameEngine.py", line 192, in __init__ self.data = Data(self.resource, self.svg) File "/home/pico/games/fretsonfire_source/trunk/src/Data.py", line 48, in __init__ self.loadSvgDrawing(self, "star1", "star1.svg", textureSize = (128, 128)) File "/home/pico/games/fretsonfire_source/trunk/src/Data.py", line 108, in loadSvgDrawing drawing.convertToTexture(textureSize[0], textureSize[1]) File "/home/pico/games/fretsonfire_source/trunk/src/Svg.py", line 577, in convertToTexture quality = self.context.getRenderingQuality() File "/home/pico/games/fretsonfire_source/trunk/src/Svg.py", line 118, in getRenderingQuality q = self.drawBoard.RenderingQuality() AttributeError: GOpenGLBoard instance has no attribute 'RenderingQuality' What has to be done to fix this? I guess DummyAmanith.py needs more methods added to it so that it looks like the real Amanith library? Thanks Pico |
From: S. K. <sam...@gm...> - 2008-09-20 18:07:41
|
Hi all, Just wanted to give you all a little status update on what kind of changes have been incorporated into SVN recently. Besides the usual bugfixes (which we really should get out the door soon...), we've removed the dependency on the Amanith vector graphics library. This means that it is now much easier to get the game up and running on different platforms, since Amanith and especially its python wrappers are kind of a chore to compile. Furthermore the library is kind of buggy and nowadays totally unmaintained. Due to this change, we don't support loading SVG files at runtime anymore, so images have to be rasterized to PNGs offline. This has the added benefit of giving a nice performance boost and it even improves image quality in most cases. Another welcome change is the reworking of the build system. Now we can build the distributed installation package with just one 'make' command for Linux, Windows and Mac OS X. With a little more effort this could also be turned into automated nightly builds. Ultimately we would like to incorporate nice new features from some of the popular mods to the trunk version, or at least make it easier for modders to package and distribute their mods (i.e. allow code-altering mods). This is of course difficult due to everyone's general lack of time, but one step at a time it should be doable. - Sami |
From: S. K. <sam...@gm...> - 2008-04-22 09:17:30
|
Hi, I suggest you try using the native win32 Python instead of the one shipped with Cygwin. It looks like the errors you're experiencing might be due to Cygwin's Python being unable to use the native win32 python modules. The following change to your Makefile should accomplish this: PYTHON=/cygdrive/c/python25/python - Sami On Sun, Apr 20, 2008 at 11:17 PM, Tom Chen <to...@gm...> wrote: > Hi, > > I'm trying to build the frets source code on windows using cygwin. I > modified the Makefile constants to point to the dependencies on my > Windows machine. It initially had a missing opengl.gl error, so I got > PyOpenGL. I also obtained cx_freeze. When I modify the Makefile to > point to the correct PythonFreeze, Win32GUI.exe, and python library I > am getting an "IOError: [Errno 2] No such file or directory: > 'c:\\python25\\cx_Freeze-3.0.3\\bases\\Win32GUI.exe". I think there > may be some cygwin/windows pathing problem -- I am not sure. > > The top of my Makefile looks something like this (and indeed that is > where they are located): > > CXFREEZE=/cygdrive/c/python25/cx_Freeze-3.0.3/FreezePython > CXFREEZE_BASE=`cygpath -w > \`/cygdrive/c/python25/cx_Freeze-3.0.3/bases/win32gui\`` > PYTHON=python > PYTHON_LIBS=/cygdrive/c/python25/lib > MAKENSIS=/cygdrive/c/Program\ Files/NSIS/makeNSIS.exe > > Alternatively I also tried using the Makefile.unix to build (using > cygwin's python 2.4 instead of windows' python 2.5 that I installed): > > CXFREEZE=src/cx_Freeze-3.0.3/FreezePython > PYTHON=python > PYTHON_LIBS=/usr/lib/python2.4 > VERSION=test > USE_AMANITH=1 > > and it gives me the error: "ImportError: No Module named > xml.sax.drivers2" even though I got the PyXML package. > > Does anyone have any suggestions/experience on building in > windows/cygwin? I am using Windows with cygwin. On windows, I > installed python 2.5 via the win32 binary and I have python 2.4 > installed from the cygwin installer. > > Thanks, > --Thomas > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > fretsonfire-devel mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/fretsonfire-devel > |
From: Tom C. <to...@gm...> - 2008-04-20 20:17:45
|
Hi, I'm trying to build the frets source code on windows using cygwin. I modified the Makefile constants to point to the dependencies on my Windows machine. It initially had a missing opengl.gl error, so I got PyOpenGL. I also obtained cx_freeze. When I modify the Makefile to point to the correct PythonFreeze, Win32GUI.exe, and python library I am getting an "IOError: [Errno 2] No such file or directory: 'c:\\python25\\cx_Freeze-3.0.3\\bases\\Win32GUI.exe". I think there may be some cygwin/windows pathing problem -- I am not sure. The top of my Makefile looks something like this (and indeed that is where they are located): CXFREEZE=/cygdrive/c/python25/cx_Freeze-3.0.3/FreezePython CXFREEZE_BASE=`cygpath -w \`/cygdrive/c/python25/cx_Freeze-3.0.3/bases/win32gui\`` PYTHON=python PYTHON_LIBS=/cygdrive/c/python25/lib MAKENSIS=/cygdrive/c/Program\ Files/NSIS/makeNSIS.exe Alternatively I also tried using the Makefile.unix to build (using cygwin's python 2.4 instead of windows' python 2.5 that I installed): CXFREEZE=src/cx_Freeze-3.0.3/FreezePython PYTHON=python PYTHON_LIBS=/usr/lib/python2.4 VERSION=test USE_AMANITH=1 and it gives me the error: "ImportError: No Module named xml.sax.drivers2" even though I got the PyXML package. Does anyone have any suggestions/experience on building in windows/cygwin? I am using Windows with cygwin. On windows, I installed python 2.5 via the win32 binary and I have python 2.4 installed from the cygwin installer. Thanks, --Thomas |
From: Alex S. <asa...@us...> - 2008-01-24 05:18:00
|
On 1/16/08, Alex Samonte <asa...@us...> wrote: > > > The second thing I have been working on is getting a working mac version > going. I have a mac mini I borrowed and have been compiling all the > required libraries. The biggest snag so far....I'm using OSX 10.5. A LOT > of programatical API stuff changed in 10.5. Several big ones, python2.5is included (instead of > 2.4) pyobjc-2.0 is included (2.0 is for OSX 10.5 ONLY), also several > programming APIs have been depreciated or removed. So now I have a OSX 10.4 install and all the dependencies compiled. I have a nearly working mac version from source. Right now there's some problems in actually running things where I end up with an illegal instruction error. I don't think this is a FoF issue, but more something with the underlying libraries. I'm trying to track down what's triggering it. I believe it's an opengl call. Since the OSX version uses an even older opengl (2.0.1 instead of 2.0.2) I may try updating that library to see if it solves the problem. What I actually get on the screen right now is it starts up, reads the fof.ini, i get a main screen, I get the menu.ogg playing, but as the main menu items are showing up on the screen it crashes with the illegal instruction. So the good part is we're pretty close -Alex |
From: Alex S. <asa...@pr...> - 2008-01-21 22:27:41
|
On 1/21/08, Sami Ky=F6stil=E4 <sam...@gm...> wrote: > > Hi Alex, > > > So I released a 4.15 quickly on new years and addressed both of the > issues. > > All seems well. > > Great news, congratulations on getting RF-mod 4.15 released. > > > I then stumbled across bb_freeze. This has been recently updated (dec > 6, > > 2007) and looked like it had a lot of the things I wanted. Cross > platform > > (at least for windows/linux...no mac). I gave it a try tonight and it > > worked almost right out of the box. It doesn't seem to have some of th= e > > bells and whistles that cx_freeze and py2app had, but i may just see if > I > > can modify the source and make it do that. Two changes I'd like to > fix. 1) > > adding of the *.ico icon to the binary, and 2) a separate library > subdir. > > BBFreeze seems like a good fit for the job. It looks like they've > fixed many of the common annoyances we ran into with cx_Freeze and > py2exe, such as unicode handling and egg-based modules. If you find > that bbfreeze works well, I'm all for switching to it. > > Regarding icon replacement, cx_freeze doesn't have direct support for > it either. What I did was change the icon of the thunk exe and then > configured cx_freeze to use that modified thunk for building the final > executable. Something like this should probably work for bbfreeze too, > unless we want to add icon support directly into it. [Alex] I think I'm going to add icon support directly into it. I originall= y thought this was going to be easy, but apparently with py2exe this is implemented via C functions which are called to do it (I thought it was pur= e python). Overall bbfreeze seemed to work very well out of the box with very little mess. I have not tried it under Linux yet, and I'm going to se= e how that goes. I agree with you on the messiness of the top-level directory. > Cx_freeze is the worst in this regard and py2exe only a little better. > An easy solution would be to just have a simple launcher exe at the > top level, which simply executes the main program from a subdirectory. > I'm not entirely sure you can put all the libraries into a > subdirectory, since at least a rudimentary C runtime DLL will probably > be needed at the top level for the launcher. [Alex] I thought about doing it that way, but I think it limits us to using some weird relative paths in game then (../data, etc) From looking at what bbfreeze does is it changes sys.path in python to the directory the program is in. It should not be hard to change, or add directory the program is in+/libs. Then depending on the OS it will either add that to the PATH or LD_LIBRARY_PATH. Again, I think easy to add /lib to that and unclutter. But like the icon code, this is accomplished with some C bindings to python. So not as straight forward. It does look promising though. > The second thing I have been working on is getting a working mac version > > going. I have a mac mini I borrowed and have been compiling all the > > required libraries. The biggest snag so far....I'm using OSX 10.5. A > LOT > > of programatical API stuff changed in 10.5. Several big ones, python2.= 5is > > included (instead of 2.4) pyobjc-2.0 is included (2.0 is for OSX 10.5ON= LY), > > also several programming APIs have been depreciated or removed. > > > > This makes compiling all the dependencies hard on OSX 10.5. > pygame-1.7.1 > > requires pyobjc-1.4 and wont work with 2.0. So right now I'm having a > > difficult time getting stuff to compile just for the dependencies. I > feel > > i'm going to have to install OSX 10.4 to get things working. It should > run > > on a 10.5 box...I hope. > > This is great to hear. The mac build has been in a sorry state for > quite some time now and people have been wondering whether it has been > dropped for good. I guess the most problematic dependency is the > Amanith library? I'm under the impression that most of the other > libraries are pretty well maintained on the mac. If this is the case, [Alex] Actually it's pygame which is the most problematic for 10.5. pygame requires pyobj-c. pyobj-c was at version 1.4 for 10.4 and was kind of sketchy for OSX. They fixed a lot of things, and came out with pyobj-c-2.0which supports OSX 10.5...but does not support pygame. At this point I have a 10.4 install dv= d which I will install on another drive and build the dependencies. the macports project (similar to freebsd ports) seems to build most of the dependencies fine so far (except for the 10.5 limitations of pygame so far). I'm not sure if amanith is a problem in 10.5 yet...haven't gotten to that dependency. I think we should work toward dropping the Amanith dependency for > good. As the game already supports this for the Debian version, this > should be pretty trivial thing to do. What do you think? [Alex] For the amanith lib is that just being used for the .svg support? I= s there an alternative (aside from not using svgs). pygame i know is being used for a number of things (which may also be possible to replace). Those types of changes I'll look into a little later. As I mentioned in a previous email I'm interested in what python-ogre has to offer as far as some of the graphics and sound possibilities. > If I can get that working then we will have 3 working platforms for FoF. > > windows, linux, osx. If I am feeling especially cocky, I might get a > > freebsd one going too. > > Good. I think we should also start shipping a ready-to-run source > package for Linux, since that's how most software is distributed in > Linux anyway. Binary packages with a large set of dependencies have a > bad habit of not running on a wide variety of distros. The same > package might work for freebsd as well, if the dependencies are there. [Alex] I'm not sure we can do that easily with linux. The different distributions have different libraries there by default as far as some of the base dependencies go. Also they may have different versions. So assuming we have a dependency list, the question will be does the distribution have prebuilt binaries (rpm, deb, etc) for those dependencies. If not, then you need to build them from source. Since each distribution is different I don't think we can come up with a single package or method which will work for all of them. The binary distribution with cx_freeze works well because it packages up all the stuff it needs so it doesn't matter what libraries you have. In order to do something like that we woul= d need to build an entire dependency tree from sources for all distributions. I'm actually more confident I can get a working one for mac easier than linux because there's not a lot of variety in the different mac installs. And the way macports works is by building the entire dependency tree from sources (even if you already have some of them) > In my work on OSX I noticed there is a new pyopengl-3.0 build...no longer > > alpha, but beta...perhaps it will work better for FOF in the > future...I'm > > going to keep my eye on that. > > Yes, that's something we might want to keep an eye on. The performance > of the alpha builds has been a little disappointing so far. [Alex] I'm not really sure if we're missing anything from 2.0->3.0 as far a= s features we need. sticking with 2.0 isn't necessarily bad, just not supported. -Alex - Sami > |
From: <sam...@gm...> - 2008-01-21 22:06:10
|
Hi Alex, > So I released a 4.15 quickly on new years and addressed both of the issues. > All seems well. Great news, congratulations on getting RF-mod 4.15 released. > I then stumbled across bb_freeze. This has been recently updated (dec 6, > 2007) and looked like it had a lot of the things I wanted. Cross platform > (at least for windows/linux...no mac). I gave it a try tonight and it > worked almost right out of the box. It doesn't seem to have some of the > bells and whistles that cx_freeze and py2app had, but i may just see if I > can modify the source and make it do that. Two changes I'd like to fix. 1) > adding of the *.ico icon to the binary, and 2) a separate library subdir. BBFreeze seems like a good fit for the job. It looks like they've fixed many of the common annoyances we ran into with cx_Freeze and py2exe, such as unicode handling and egg-based modules. If you find that bbfreeze works well, I'm all for switching to it. Regarding icon replacement, cx_freeze doesn't have direct support for it either. What I did was change the icon of the thunk exe and then configured cx_freeze to use that modified thunk for building the final executable. Something like this should probably work for bbfreeze too, unless we want to add icon support directly into it. I agree with you on the messiness of the top-level directory. Cx_freeze is the worst in this regard and py2exe only a little better. An easy solution would be to just have a simple launcher exe at the top level, which simply executes the main program from a subdirectory. I'm not entirely sure you can put all the libraries into a subdirectory, since at least a rudimentary C runtime DLL will probably be needed at the top level for the launcher. > The second thing I have been working on is getting a working mac version > going. I have a mac mini I borrowed and have been compiling all the > required libraries. The biggest snag so far....I'm using OSX 10.5. A LOT > of programatical API stuff changed in 10.5. Several big ones, python2.5 is > included (instead of 2.4) pyobjc-2.0 is included (2.0 is for OSX 10.5 ONLY), > also several programming APIs have been depreciated or removed. > > This makes compiling all the dependencies hard on OSX 10.5. pygame-1.7.1 > requires pyobjc-1.4 and wont work with 2.0. So right now I'm having a > difficult time getting stuff to compile just for the dependencies. I feel > i'm going to have to install OSX 10.4 to get things working. It should run > on a 10.5 box...I hope. This is great to hear. The mac build has been in a sorry state for quite some time now and people have been wondering whether it has been dropped for good. I guess the most problematic dependency is the Amanith library? I'm under the impression that most of the other libraries are pretty well maintained on the mac. If this is the case, I think we should work toward dropping the Amanith dependency for good. As the game already supports this for the Debian version, this should be pretty trivial thing to do. What do you think? > If I can get that working then we will have 3 working platforms for FoF. > windows, linux, osx. If I am feeling especially cocky, I might get a > freebsd one going too. Good. I think we should also start shipping a ready-to-run source package for Linux, since that's how most software is distributed in Linux anyway. Binary packages with a large set of dependencies have a bad habit of not running on a wide variety of distros. The same package might work for freebsd as well, if the dependencies are there. > In my work on OSX I noticed there is a new pyopengl-3.0 build...no longer > alpha, but beta...perhaps it will work better for FOF in the future...I'm > going to keep my eye on that. Yes, that's something we might want to keep an eye on. The performance of the alpha builds has been a little disappointing so far. - Sami |
From: Alex S. <asa...@us...> - 2008-01-16 09:06:00
|
Just wanted to drop everyone a quick note on what was going on. I did the release of 4.14 for RF-mod on xmas. I was told for the windows version I accidentally packaged the 4.12 version again, oops. For the linux version it worked for some, but not all. There were a few libraries that didn't quite make it. So I released a 4.15 quickly on new years and addressed both of the issues. All seems well. It was my first time really using cx_freeze to get a linux standalone binary. Took a while to figure out, but it seemed to work. Unfortunately it seemed the cx_freeze 3.03 takes all the object files and stuff and compiles them into the actual binary. This makes it much more difficult for people to do code mods like they can with py2exe with the library.zip file. I know you had released 1.2.512 windows version using cx_freeze as well. The same behavior happens with cx_freeze for windows (no library.zip). I investigated this a bit more, a while back the author of cx_freeze released a 4.0b (beta?) version that has support for that. I tried it with linux and it was a no go. It did not handle importing of some of the existing libraries correctly (specifically the xml/xmlplus stuff, and sax). This version while newer than 3.03 has not been updated in a long time. I screwed around with that for several days with little progress. I was going to look at modifying the source to fix some of the things broken in 4.0 that worked in 3.03. I then stumbled across bb_freeze. This has been recently updated (dec 6, 2007) and looked like it had a lot of the things I wanted. Cross platform (at least for windows/linux...no mac). I gave it a try tonight and it worked almost right out of the box. It doesn't seem to have some of the bells and whistles that cx_freeze and py2app had, but i may just see if I can modify the source and make it do that. Two changes I'd like to fix. 1) adding of the *.ico icon to the binary, and 2) a separate library subdir. 2) is actually an issue for all versions of cx_freeze, py2exe and py2app. I feel the main directory of FoF is cluttered (especially with CX freeze). The directory structure currently looks like FOF-| |----data With py2exe FOF contains some extra libraries (a small managable set), and then data contains FOF required data files (dae, svg, etc), plus library.zipand various DLL's and stuff that make things run standalone. With cx_freeze, data is just the FOF data (good), and mods and songs, and translations but all the rest of the garbage is in the top level directory. I'd like to have a layout like this: FOF--| |----data (just data files) |----mods |----songs |----translations |----libraries That looks so much cleaner and sexier! I believe that I can modify bb_freeze to put all the required libaries in a specified directory (I need to add that code). The rest I can modify the normal FOF code to get a working layout like that. That's a lot of typing for a simple cleanup. The second thing I have been working on is getting a working mac version going. I have a mac mini I borrowed and have been compiling all the required libraries. The biggest snag so far....I'm using OSX 10.5. A LOT of programatical API stuff changed in 10.5. Several big ones, python2.5 is included (instead of 2.4) pyobjc-2.0 is included (2.0 is for OSX 10.5 ONLY), also several programming APIs have been depreciated or removed. This makes compiling all the dependencies hard on OSX 10.5. pygame-1.7.1requires pyobjc-1.4 and wont work with 2.0. So right now I'm having a difficult time getting stuff to compile just for the dependencies. I feel i'm going to have to install OSX 10.4 to get things working. It should run on a 10.5box...I hope. If I can get that working then we will have 3 working platforms for FoF. windows, linux, osx. If I am feeling especially cocky, I might get a freebsd one going too. In my work on OSX I noticed there is a new pyopengl-3.0 build...no longer alpha, but beta...perhaps it will work better for FOF in the future...I'm going to keep my eye on that. So once I get bb_freeze finalized, I'm going to start the work on FoF-1.3.X. Should be pretty exciting. -Alex |
From: Alex S. <asa...@pr...> - 2007-12-20 04:12:09
|
On 12/19/07, Sami Ky=F6stil=E4 <sam...@gm...> wrote: > > Hi Alex, > > Just a quick comment on the features listed below. It looks like there > is quite a few things to tweak here, which raises the question of > whether this degree of customization is really needed? The number of > options here is quite overwhelming and I'm pretty sure most people > won't even understand most of these settings. This is, of course, my > personal opinion and you might have a different idea. I would still > propose that we go through these options and choose the ones that > really make a difference and drop the rest. For instance, I find it > hard to see why we would need many different HOPO key detection > schemes, and choosing a single working HOPO scheme might also be > possible. Also, the POV options are unlikely to affect scoring, so it > might not need to be reflected in the charts. It might also make sense > to change the built-in defaults of the game for some settings instead > of introducing a configuration option. [Alex] Well the main reasons for the options is because they differed from the FoF defaults. It originally started out as improvements to make HOPOs better. In RF-mod-3.5 I made my keystyle the ONLY option. There were improvements in the HOPO fudge detection (ability to strum HOPO sections) which made strumming HOPO sections doable there were also improvements in picking up a HOPO streak. [Alex] In converting from 1.1.324 to 1.2.451, the base type of key detectio= n seemed to change, and I came up with a much better way to do the key detection. It required lots of rewriting of stuff. This keystyle i think VASTLY improved gameplay and made being able to pick up a HOPO streak possible. I think it was ready for normal use in my upcoming version as I worked out all the obvious bugs. I was going to replace RFmod keystyle wit= h RFmod2 keystyle. [Alex] One thing I learned in making modifications is lots of people hate change. This can be seen in the 1.1.324 to 1.2.451 resistance, to even RF-mod-3.5 to RF-mod-4. One thing that helped was options. There are lot= s of options which people play with from the various mods. [Alex] 2 note chords, variable BPM disabled, HOPO disabled, capo hit margins, 8th note hopos, board speed are definitely all options people use. All of them affect score and probably should be represented. [Alex] the POV one, i am not convinced people use, but it was there for completeness. the easy/medium/hard margin options are not implemented yet= , but i imagine those will be HIGHLY used (makes the game easier or harder) [Alex] The HOPO markings, and HOPO styles are really there because many people liked, or got used to the FoF Defaults. Now i have no problem makin= g those the new defaults with new versions of FoF, but i'm not sure people will like that. Also people still use old version with the old behavior. = I wanted to be able to represent the differences. RFmod-4.12 and before use RF-mod keystyle and markings by default. 4.14 and beyond use RFmod2 keystyle. They operate differently enough I would really like to represen= t the difference. [Alex] Right now my personal opinon is that I don't think reducing the options will help because they already exist out in the wild. I just want some icons to represent them. They are easily saved and represented in the scores. If it turns out that everyone is using the same options it may be easy to say 'oh well we will just get rid of the RFmod keystyle because everyone is using RFmod2 keystyle, I have no problem with that. But until we're keeping track of it we're just going by gut instinct. It's not reall= y anything the players themselves need to keep track of -Alex > > Also, let's finally move this discussion to the mailing list :) [Alex] Am I on the mailing list by default? or do I need to sign up for it= ? |
From: <sam...@gm...> - 2007-12-19 15:57:15
|
Hi Alex, Just a quick comment on the features listed below. It looks like there is quite a few things to tweak here, which raises the question of whether this degree of customization is really needed? The number of options here is quite overwhelming and I'm pretty sure most people won't even understand most of these settings. This is, of course, my personal opinion and you might have a different idea. I would still propose that we go through these options and choose the ones that really make a difference and drop the rest. For instance, I find it hard to see why we would need many different HOPO key detection schemes, and choosing a single working HOPO scheme might also be possible. Also, the POV options are unlikely to affect scoring, so it might not need to be reflected in the charts. It might also make sense to change the built-in defaults of the game for some settings instead of introducing a configuration option. Also, let's finally move this discussion to the mailing list :) - Sami On Dec 19, 2007 5:33 PM, Alex Samonte <asa...@pr...> wrote: > On 12/18/07, Joonas Kerttula <joo...@gm...> wrote: > > Are those icons coming to the game or to the charts? > > [Alex] Actually both. The charts need png icons, the game needs them in svg > format (similar in size to the multiplier balls or the stars) > > To look at my first stab at icons for the web check out: > http://www.prison.net/FoF-Chart/chart.php > > Here's something i wrote up to kind of describe what each was for and some > possible ideas for each. > > 2 note chords > Description > When playing chords, many keyboards cannot hold down more than 3 keys at a > time. so if you chords consisting of two notes, you can usually hold those > and press the pick button. For chords with 3 or more notes, usually some > button does not register. With two note chords you can play these 3+ note > chords by just pressing the two outer notes of the chord and picking. Ex: A > chord of GRYB can be played by picking GB > > Icon ideas > A simple 2 > a hand with index and pinky held down (won't translate into 16x16 well) > 3 or 4 color bars with the outer ones glowing > > VBPM off > Description > Within some songs are tempo markers. These speed up or slow down the > beats per minute of the song. In game this causes the notes to come at you > faster or slower. This does not change the speed at which you play the > notes, it just either shows more or less notes on the screen and they have a > lower or higher velocity. Turning this off keeps the BPM constant and the > velocity constant. > > > Icon ideas > A watch/clock with a stop/disabled sign. > A speedometer pegged at 55 (might be hard to get numbers on a 16x16 icon) > > > HOPO off > Description > Notes that are a certain closeness together can be HOPOed (Hammer on, pull > off). This means that you can play the next note by just pressing that key, > rather than pressing that key and picking. With HOPOs off this is disabled > > Icon ideas > Hammer with an anti symbol though it. > Hammer with a stop/disabled sign > > HOPO Marks RFmod > Description > The original algorithm for which notes can be HOPO notes was not very > accurate. An improved one (which makes it more like GH) was implemented. > > Icon ideas > notes or dots of 3 or 4 colors > > HOPO Marks Explicit > Description > Similar to the previous except instead of being calculated, the HOPO > sections are explicitly defined in the song > > Icon ideas > notes or dots of 3 or 4 colors with a different color scheme than the last > or maybe a different note/dot style > > HOPO Style RFmod > Description > In game I call this a 'key style' because it's a modification on how key > presses are detected > > Icon ideas > 3 keyboard keys in a row perhaps with a small letter or icon in the lower > corner > Some style of guitar (or perhaps just the neck) > > HOPO Style RFmod2 > Description > Similar to the last it's just another key detection method > > Icon ideas > 3 keyboard keys in a row, perhaps with a different small letter, or icon > in the lower corner. Perhaps a different color scheme > some different style of guitar (or perhaps just neck) > > POV GH > Description > The angle of the fretboard when playing is set to a more GH angle > > Icon ideas > A fretboard (or just a plane) perspective with a small letter or icon in > the lower corner. > > POV Custom > Description > The angle of the fretboard whe playing is set to some custom angle > > Icon ideas > A fretboard (or just a plane) perspective with a small letter or icon in > the lower corner. > > Margin Easy > Description > The allowable time before and after when a note crosses the hit mark that > a note can still be hit. This is the largest value > > Icon ideas > > A single line in the middle with a different colored bar extending up and > down above the line as tall as the icon is. > > Margin Hard > Description > The allowable time before and after when a note crosses the hit mark that > a note can still be hit. This is the smallest value > > Icon ideas > > A single line in the middle with a different colored bar extending up and > down above the line just a little bit > > Margin Medium > Description > The allowable time before and after when a note crosses the hit mark that > a note can still be hit. This is the middle value > > Icon ideas > > A single line in the middle with a different colored bar extending up and > down above the line less than the easy one, but more than the hard. > > Margin Capo > Description > The allowable time before and after when a note crosses the hit mark that > a note can still be hit. In this variation there's a maximum cap on the > value (regardless of other factors) > > Icon ideas > > A single line in the middle with a different colored bar extending up and > down above the line similar in size to medium, but on the top of the bar put > a baseball cap > > A single line in the middle with a different colored bar extending up and > down above the line similar in size to medium, but on the top of the bar > have a dotted line that crosses > > 8th note HOPOs > Description > Normally the HOPOs are computed by any notes that are closer than an 8th > note together (16th notes) are counted as HOPO notes. Some songs have > anything closer than a quater note (8th note) as HOPO notes. > > > Icon ideas > > two 8th notes > > Board Speed > Description > Normally the board speed is dependant on the tempo and BPM. With this > option the board speed is linked to the difficulty played. Similar to the > VBPM option, but can be used with and without it > > Icon ideas > A watch/clock with a link icon. > A speedometer with a link icon (might be hard to differentiate between > this and watch/clock on a 16x16 icon) > > -Alex > > > |